No, they wont. The new TurfFX is applied using the terrain tools.I'm hoping that the old ground textures can be replaced with the 'Turf' textures with bulk replace
cheers
Graeme
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No, they wont. The new TurfFX is applied using the terrain tools.I'm hoping that the old ground textures can be replaced with the 'Turf' textures with bulk replace
No, they wont. The new TurfFX is applied using the terrain tools.
cheers
Graeme
Terrain tab = Topology tab (no name change).
We're currently working on some additional bulk update tools that may make it into the release (or possible make it in as temporary tools until the UI is updated to make them more user-friendly).
I am wondering what the hit will be to the gpu ? my current 80 mile route I'm building in Tane is incredibly veg heavy and unless it could be easily changed over I'd never even try to update it to 2019, i think a lot more people would feel the same. If the routes are very limited , the appeal factor to make people change over will be too.I must admit, as an aficionado of scenic routes the new terrain/texturing techniques sound very powerful.
And (tongue in cheek) must be scope for a spin off product with all that good looking grass - N3V Golf And Course Designer!
As posted in the other thread:
Who knows where people get this information from - certainly not the people who know exactly what is going to be included (which is definitely more than a Canadian route pack). And as we've said many times before, freeware via the Trainz Download Station is one of the key strengths of Trainz, so that isn't changing either. Payware is part of our business model, and that is here to stay as well, but we're conscious of making things as affordable as possible, while also recognizing that the product is not mass market (therefore, simple economics dictates that prices are necessarily higher than they would be if the market were bigger).
Probably not as much of a hit as you might think, the grass is generated by TurfFX which is an Nvidia plugin, and think of all the overheads saved by not having grass splines, some of which are real frame rate hitters, all over the place!
Judging from discussions elsewhere here, it seems that the turffx is intended to actually replace trackside splines. My fear us that some creators may be tempted to spread the turf everywhere - on the principle that you can never have enough of a good/new thing. What I fear in this case is that the fx could overlay and obliterate existing landscape shading.
Absolutely agree, also, many splines for shrubs etc look awful on steep slopes .I pretty much abandoned using grass splines several routes ago. Apart from the performance hit unless you disguise the square edges carefully they just look too regular shape. Got better results with a mixture of JVC and rmm individual assets randomly placed.
Ah not relevant to me, I never use grass splines ...precisely because of the frame rate hit and performance issues.Probably not as much of a hit as you might think, the grass is generated by TurfFX which is an Nvidia plugin, and think of all the overheads saved by not having grass splines, some of which are real frame rate hitters, all over the place!
Full description: NVIDIA TURF EFFECTS:(It would be handy to know how this is in fact done.)
Full description: NVIDIA TURF EFFECTS:
Ah not relevant to me, I never use grass splines ...precisely because of the frame rate hit and performance issues.
Absolutely agree, also, many splines for shrubs etc look awful on steep slopes .